Build support angles in a 3v1, scan for the next square and move the ball through all four under pressure. Lose it and react at once: win it straight back before the defender reaches a goal.
Mark a 25 m square and split it into four 12.5 m squares with cones. Put a mini goal just outside the middle of each outer side. The possession team has nine: two on the outer lines of each square, who move along their line, and a central player who works along the lines that split the area, joining whichever square has the ball on its inner side. One defender starts in each square. Play starts with a 3v1 in one square: the two edge players and the central player keep it from that square's defender. After three passes they may transfer the ball into a square next door, where the next 3v1 starts against that square's defender. Getting the ball through all four squares scores a point. If a defender wins it, the defenders attack any mini goal straight away, together if they need to, while the possession team counter-press. If they win it straight back, the squares no longer matter: they play anywhere, all four defenders hunt the ball, and six passes in a row scores a point. After a goal or a ball out, the coach plays a new ball into one square. Play two-minute games and rotate four new defenders in after each one.
The four-square rondo takes the simplest rondo there is, a 3v1, and asks the team to repeat it four times in a row. A 25 m square is split into four smaller squares. Two possession players stand on the outer lines of each square and a central player joins whichever square has the ball, so every square can become a 3v1 against the defender who lives there.
In the square game the team needs three passes before it may transfer the ball into a square next door. Getting it through all four squares scores a point. That builds two habits at once. Inside the square it is about angles: the two edge players split wide and the central player finds the gap beside the defender, so there is always a pass either side of him. Across the squares it is about scanning and timing: the players in the next square have to be ready before the ball arrives, and the transfer works best when the defender has been drawn to one side.
The mini goals make losing the ball matter. A defender who wins it attacks any of the four goals straight away, so the nearest players have to react at once: close the ball, block the goal side and win it back. If they do, the reward is freedom. The squares no longer count, all four defenders can hunt the ball, and six passes in a row anywhere in the area scores a point. That teaches the team to switch play away from the pressure once they have won it back, rather than forcing the next pass in the same square.
For the defenders it is a lesson in pressing on an angle. One defender alone cannot mark three players, so he presses in a way that cuts one passing line and invites the pass he can intercept, then goes straight for goal when he wins it.
Save it to your private drills, then change the animation, adjust positions, swap equipment, or drop it into a session block. Or start from a blank pitch and build your own.